glTF file is not showing anything - javascript

I want to display a glTF file using Three.js. Due to CORS policy, I am using local server(Servez). When I am running it on Mozilla Firefox, it has no errors but still it is not showing anything. On doing same on Chrome, it is showing- "Not allowed to load local resource:". Even I have used the Chrome Web Server extension, but still results the same on both browsers.
PS-I know that this is related to some security issues with Chrome but I do not want to override any security settings.
<!DOCTYPE html>
<html>
<head>
<meta charset=UTF-8>
</head>
<body>
<script type="module" src="https://threejs.org/build/three.js"></script>
</script>
<script type="module">
import {GLTFLoader} from 'C:/Users/Prinzu/three.js-master/examples/jsm/loaders/GLTFLoader.js';
import { OrbitControls } from 'C:/Users/Prinzu/three.js-master/examples/jsm/controls/OrbitControls.js';
let scene, camera, renderer;
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xdddddd);
camera = new THREE.PerspectiveCamera(40,window.innerWidth/window.innerHeight,1,5000);
camera.rotation.y = 45/180*Math.PI;
camera.position.x = 800;
camera.position.y = 100;
camera.position.z = 1000;
controls = new THREE.OrbitControls(camera);
controls.addEventListener('change', renderer);
hlight = new THREE.AmbientLight (0x404040,100);
scene.add(hlight);
directionalLight = new THREE.DirectionalLight(0xffffff,100);
directionalLight.position.set(0,1,0);
directionalLight.castShadow = true;
scene.add(directionalLight);
light = new THREE.PointLight(0xc4c4c4,10);
light.position.set(0,300,500);
scene.add(light);
light2 = new THREE.PointLight(0xc4c4c4,10);
light2.position.set(500,100,0);
scene.add(light2);
light3 = new THREE.PointLight(0xc4c4c4,10);
light3.position.set(0,100,-500);
scene.add(light3);
light4 = new THREE.PointLight(0xc4c4c4,10);
light4.position.set(-500,300,500);
scene.add(light4);
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth,window.innerHeight);
document.body.appendChild(renderer.domElement);
let loader = new THREE.GLTFLoader();
loader.load('scene.gltf', function(gltf){
car = gltf.scene.children[0];
car.scale.set(0.5,0.5,0.5);
scene.add(gltf.scene);
animate();
});
}
function animate() {
renderer.render(scene,camera);
requestAnimationFrame(animate);
}
init();
</script>
</body>
</html>

your paths are all over the place
this
<script type="module" src="https://threejs.org/build/three.js"></script>
<script type="module">
import {GLTFLoader} from 'C:/Users/Prinzu/three.js-master/examples/jsm/loaders/GLTFLoader.js';
import { OrbitControls } from 'C:/Users/Prinzu/three.js-master/examples/jsm/controls/OrbitControls.js';
should be something closer to this
<script type="module">
import * as THREE from './three.js-master/build/three.module.js';
import {GLTFLoader} from './three.js-master/examples/jsm/loaders/GLTFLoader.js';
import { OrbitControls } from './three.js-master/examples/jsm/controls/OrbitControls.js';
Notice there is only one script tag. That it's loading three.module.js not three.js and it's loading it via import.
Then arrange your files something like
+-somefolder
+-yourpage.html
+-scene.gltf
+-scene.bin
+-three.js-master
+-build
| +-three.module.js
+-examples
+-jsm
+-controls
| +-OrbitControls.js
+-loaders
+-GLTFLoader.js
In other words, put all the files for your project under somefolder. Then serve somefolder and load yourpage.html
Also new THREE.OrbitControls(... and new THREE.GLTFLoader(... become new OrbitControls(... and new GLTFLoader(.... You can see when you import them they are available directly, not on the THREE object.

Related

I can't run my app with Vite. What should I do?

I just created a new app with npm and started to learn three.js . I don't know if I deleted something accidentally but the browser keeps giving an error. (VM80:6770 crbug/1173575, non-JS module files deprecated.)
import './style.css'
import * as THREE from 'three';
import { BoxGeometry } from 'three';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/ window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector('#bg'),
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(innerWidth/innerHeight);
camera.position.setZ(30);
renderer.render(scene, camera);
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial( {color: red, wireframe: true} ) ;
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
HTML:
<body>
<canvas id="bg"></canvas>
<div id="app"></div>
<script type="module" src="/main.js"></script>
</body>
edit: it somehow a bit fixed but chrome still gives errors.
updated screenshot
edit 2:
I created new app again and when I render it, the page gave me this:
I fixed it. In the last version, npm creates an automatic 'app' and I kept deleting it. I should include 'canvas' tag in there. That was all it

Loading module from was blocked because of a disallowed MIME type (“”)

I am going through a three.js example and when I use import within a javascript module I get the error:
Loading module from “http://localhost:8000/build/three.module.js” was blocked because of a disallowed MIME type (“”).
When I import traditionally using a script tag I do not get this error. Here is my code:
Commented out lines will render a rotating cube
<!DOCTYPE html>
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script type="module">
import * as THREE from '/build/three.module.js';
// const scene = new THREE.Scene();
// const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
// const renderer = new THREE.WebGLRenderer();
// renderer.setSize( window.innerWidth, window.innerHeight );
// document.body.appendChild( renderer.domElement );
// const geometry = new THREE.BoxGeometry();
// const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
// const cube = new THREE.Mesh( geometry, material );
// scene.add( cube );
// camera.position.z = 5;
// const animate = function () {
// requestAnimationFrame( animate );
// cube.rotation.x += 0.01;
// cube.rotation.y += 0.01;
// renderer.render( scene, camera );
// };
// animate();
</script>
</body>
</html>
In contrast, this works fine:
<!DOCTYPE html>
<html>
<head>
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="build/three.js"></script>
<script>
// ...
</script>
</body>
</html>
My file structure is:
|_index.html
|_ ...
|_build/
|_ three.module.js
|_ three.js
|_ ...
Why do i get the MIME-type error when using import in a module? I would like to be able to use this import method because all the other three.js examples seem to do this in JS modules.
I get the same error message Loading module from “http://localhost:8080/build/three.module.js” was blocked because of a disallowed MIME type (“”). when I start my http server in the three_js/examples/ folder. Starting the http-server in three_js/ fixes the problem. The reason is that the import statement for me was import * as THREE from '../build/three.module.js';. I'm not sure this solves your exact problem, but it seems closely related.

"THREE.OBJLoader is not a constructor" and "Unexpected token {" in OBJLoader and OrbitControls

I'm trying to display an OBJ 3D model as a wireframe that can be moved with OrbitControls using Three.js. I'm new with three.js, so I apologize if I'm missing something "obvious".
I've been able to get a cube to show as a wireframe with OrbitControls.
In a different setup, I was able to display the OBJ 3D model as a wireframe. Therefore, the issue isn't related to the 3D model.
The issue happens when I try to mix both approaches together.
I've tried to go about this in two ways:
I tried to insert the OBJLoader into the cube environment. (most promising)
I tried to add OrbitControls into the working, but unmovable, wireframe OBJ environment. (didn't really work at all)
Most of the other answers focus on the order of scripts: yes, I have tried to move the three.min.js, OrbitControls.js, OBJLoader.js, and my main working model.js into order and disorder, in every possible way.
Here's my code:
<head>
<style media="screen"> html, body { margin: 0; } #model_container { background-color: #333333; margin: 50px; } </style>
<title>OBJ Wireframe</title>
<script defer src="script/three/build/three.min.js"></script>
<script defer src="script/three/examples/jsm/controls/OrbitControls.js"></script>
<script defer src="script/three/examples/jsm/loaders/OBJLoader.js"></script>
<script defer src="script/model.js"></script>
</head>
<body>
<div id="model_container"></div>
</body>
const globalWidth = window.innerWidth - 100;
const globalHeight = window.innerHeight - 100;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, globalWidth / globalHeight, 0.1, 1000);
camera.position.x = 300;
camera.position.y = -6;
camera.position.z = 1;
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setClearColor( 0xffffff, 0);
renderer.setSize(globalWidth, globalHeight);
const canvas = document.getElementById("model_container");
canvas.appendChild( renderer.domElement );
const ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
const loader = new THREE.OBJLoader();
loader.load("assets/castle.obj", function(object) {
const geometry = object.children[0].geometry;
THREE.GeometryUtils.center(geometry);
const material = new THREE.MeshLambertMaterial({});
const mesh = new THREE.Mesh(geometry, material);
mesh.material.wireframe = true;
scene.add(mesh);
})
const controls = new THREE.OrbitControls(camera);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.rotateSpeed = 0.1;
controls.target.set(0, 0, 0);
var animate = function () {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
animate();
Here are the errors I can't fix after 3 days of searching and trying everything I could:
OrbitControls.js:9: Uncaught SyntaxError: Unexpected token {
OBJLoader.js:5: Uncaught SyntaxError: Unexpected token {
Uncaught TypeError: THREE.OBJLoader is not a constructor at model.js:23
The errors seem to be rooted in the THREE.js files themselves, which I find very strange. I'm all out of ideas and documentation to go through.
I'm running this with MAMP, but have also tried uploading to a server to see if the issue is related to being local files or anything similar.
<script defer src="script/three/examples/jsm/controls/OrbitControls.js"></script>
<script defer src="script/three/examples/jsm/loaders/OBJLoader.js"></script>
It seems you are loading the files from the wrong path. Files from the jsm directory are ES6 modules which are imported via ES6 import syntax. Try to include the files from the js directory:
<script defer src="script/three/examples/js/controls/OrbitControls.js"></script>
<script defer src="script/three/examples/js/loaders/OBJLoader.js"></script>
three.js R106

Three.js: jsonLoader will not load textures no matter what

Help, I'm getting multiple brain spasms trying to figure this out. I'm using r74 the most recent version threejs and I've created a model in blender and exported it using the most recent plugin. When I run my program, it loads the 3d file just fine, but it should also load the texture and apply it, right? Well it isn't, and according to everything I've seen online and every article I've read I'm doing it right. So what the heck! Is three.js broken right now?
Anyway, rants aside, here is my javascript code:
<!doctype html>
<html lang="en">
<head>
<title>Imported Model (Three.js)</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel=stylesheet href="css/base.css"/>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<!-- jQuery code to display an information button and box when clicked. -->
<script src="js/jquery-1.9.1.js"></script>
<script src="js/jquery-ui.js"></script>
<link rel=stylesheet href="css/jquery-ui.css" />
<link rel=stylesheet href="css/info.css"/>
<script src="js/info.js"></script>
<div id="infoButton"></div>
<div id="infoBox" title="Demo Information">
This three.js demo is part of a collection at
http://stemkoski.github.io/Three.js/
</div>
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
<script>
// MAIN
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var android;
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
renderer = new THREE.WebGLRenderer( {antialias:true} );
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(-100,200,100);
scene.add(light);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
// scene.add(skyBox);
scene.fog = new THREE.FogExp2( 0x9999ff, 0.00025 );
//JSON LOADER HERE !!!!!!!
// Note: if imported model appears too dark,
// add an ambient light in this file
// and increase values in model's exported .js file
// to e.g. "colorAmbient" : [0.75, 0.75, 0.75]
var jsonLoader = new THREE.JSONLoader();
jsonLoader.load("map/titled.json", addModelToScene );
jsonLoader.setTexturePath("http://localhost:8080/map/");
// addModelToScene function is called back after model has loaded
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
}
function addModelToScene( geometry, materials )
{
var material = new THREE.MeshFaceMaterial( materials );
mesh = new THREE.Mesh( geometry, material );
mesh.scale.set(10,10,10);
scene.add( mesh );
}
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
if ( keyboard.pressed("z") )
{
// do something
}
controls.update();
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>
Json file (titled.json):
"materials":[{
"DbgIndex":81,
"DbgColor":15658734,
"depthTest":true,
"shading":"phong",
"wireframe":false,
"depthWrite":true,
"transparent":false,
"DbgName":"Material.002",
"colorSpecular":[0.5,0.5,0.5],
"visible":true,
"colorEmissive":[0,0,0],
"opacity":1,
"colorDiffuse":[0.64,0.64,0.64],
"specularCoef":50,
"blending":"NormalBlending"
},{
"DbgIndex":117,
"DbgColor":15658734,
"depthTest":true,
"shading":"phong",
"wireframe":false,
"depthWrite":true,
"transparent":false,
"DbgName":"Material",
"colorSpecular":[0.5,0.5,0.5],
"visible":true,
"colorEmissive":[0,0,0],
"opacity":1,
"colorDiffuse":[0.64,0.64,0.64],
"specularCoef":50,
"blending":"NormalBlending"
}],
--- edit --- in response to gaitat ---
I know.
Earlier I was using the old version of the blender plug-in "io_mesh_three" and I would choose the same settings as I'm choosing now, and there would a be reference to my texture in the json file. However, I recently found that the old blender plug-in, according to mrdoob found here: (https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender), had been completely replaced. So I installed the new plug-in, and with the new exporter options ui I could't quite tell if I was using the same settings or not, but the reference would no longer show up, so I figured it just didn't need the reference. I think I'm having trouble understanding what's happening because there isn't a lot of support online for the more recent versions of three.js. Most of what I've found has been support for the older versions, so I'm just fishing to try and find a solution to get my code to load my json file AND apply the texture.

Importing blender JSON in Three.js

Hi I am having problems importing models from blender in three.js.
At this moment I am using the last version of three.js (R71). I installed the exporter of three.js in blender and exports fine.
This is the code of HTML.
<body>
<font size="+6"><b>TFG</b></font><br>
Volver a atrás
<hr>
<div id='container'></div>
<script src="libs/ThreeJSV71/build/three.min.js"></script>
<script src="libs/OrbitControls.js"></script>
<script src="libs/Coordinates.js"></script>
<script src="libs/dat.gui.min.js"></script>
<script src="libs/stats.min.js"></script>
<script src="libs/ColladaLoader.js"></script>
<script src="threejs/tfg2.js"></script>
<br>
</body>
The next file is the tfg2.js where I load the model.
var width = window.innerWitdh,
height = window.innerHeight,
clock = new THREE.Clock(),
scene,
camera,
renderer,
ambientLight,
directionalLight,
loader,
modelo = new THREE.Object3D();
init();
function init()
{
scene =new THREE.Scene();
camera = new THREE.PerspectiveCamera(40, width/height, 1000);
camera.position.set(0,1,5);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(width,height);
renderer.setClearColor(new THREE.Color(0x0000AA));
document.getElementById('container').appendChild(renderer.domElement);
ambientLight = new THREE.AmbientLight(0xffffff);
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(0,1,0);
scene.add(directionalLight);
scene.add(new THREE.GridHelper(10,1));
loader = new THREE.JSONLoader();
loader.load('blender/json/camara.json', function(geometry,materials)
{
modelo = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
scene.add(modelo);
});
}
When I try to see the results, nothing appear in the webpage and also de JavaScript console don't show any error. If I export the model with collada format and another .js that I have, I can see the model but I need use JSON.
What I am doing wrong?EDIT:
Added: modelo.position.set(0,0,0) inside the callback to be sure that the model is in origin.
Since there are no error what you can do:
While exporting the object from blender translate the object to origin. Go to origin>> select origin to geometry>> translate object to x, y, z to zero.
Now your camera see # position 0,1,5 xyz respectivily
Probably where your object camera is not looking
Or translate the child of scene to origin
Probably this solve your issue. As I see there are no error and warning in log.

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